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November 17th, 2003, 02:01 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Sweet Mod 2.1
Quote:
quote:
4) changed - Solar sails bonus movements are now 2 , 4 , 6[/qb]
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Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points! Personally, I reccommend having the sails produce standard movement.
Less speed per KT than normal engines, but they would use up zero supplies and be fairly inexpensive.
Makes for an alternate and compatible propulsion paradigm. Most useful for infinite-range scouts and local freighters on repeat orders, while warships that need peak efficiency speed generators can use regular engines.
[ November 17, 2003, 00:01: Message edited by: Suicide Junkie ]
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November 18th, 2003, 12:08 AM
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Shrapnel Fanatic
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Re: Sweet Mod 2.1
You included the stock system graphics in the full file!!! No wonder it is 54 MBs!
AND you included the data_backup folder made by the SE4 Modder program. That is an additional waste of downloading bandwidth.
AND the Image Mod! The whole point of the Image Mod is to NOT include the images in your mod download, to cut down on wasted downloading time of downloading the same images over and over again...
[ November 17, 2003, 22:10: Message edited by: Imperator Fyron ]
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November 25th, 2003, 01:46 PM
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General
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Re: Sweet Mod 2.1
ok the mod will be fixed for those little extras fyron...
So Friday will be the day of the next up load
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February 7th, 2004, 01:06 AM
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Re: Sweet Mod 2.1
sweetmod2.1
Yep here it is
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Hey GUTB where did you go...???
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February 7th, 2004, 02:07 AM
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Sweet Mod 2.1
Heh...
You didn't specify which Friday! 
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February 7th, 2004, 02:08 AM
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Re: Sweet Mod 2.1
i was waiting to see who would notice 
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February 7th, 2004, 02:10 AM
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Re: Sweet Mod 2.1
2.0.1
1) added the new FQM 2.08 Mod
2) added the 500 kt Colony Arc Ship to transport the 400 KT colony component
3) Added . All ships, bases now have cost in all 3 resources as follows. Organics is 10% of mineral. Rads are 20% of mineral. This is an experiment to see if it adds to resource balance in the game.
4) changed - Solar sails bonus movements are now 2 , 4 , 6
2.1.0
1) changed all facilities to cost all 3 resources
2) added a zero to each intel project
3) fixed counter intel 2 and 3
4) fixed phased shields
5) changed pd to 20 kt all the way through
5) changed solar sails bonus back to 1,2,3
6) added some additional deathstaker mounts
7) added weapons comparison text file
Those are the notes.....
__________________
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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